<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="utf-8">
  <title>three.js webgl - multiple canvases - circle</title>
  <style type="text/css" media="screen">
    body {
      background-color: #555;
      color: white;
			font-family:Monospace;
			font-size:13px;
			text-align:center;
			margin: 0px;
		  overflow: hidden;
			width: 100%;
			height: 100%;
    }

    #container {
      width: 100%;
      height: 700px;
      -webkit-perspective: 800px;
      -webkit-perspective-origin: 50% 225px;
			-moz-perspective: 800px;
			-moz-perspective-origin: 50% 225px;
			perspective: 800px;
			perspective-origin: 50% 225px;
    }
    #stage {
      width: 100%;
      height: 100%;
      -webkit-transform-style: preserve-3d;
      -moz-transform-style: preserve-3d;
      transform-style: preserve-3d;
    }

    #shape {
      position: relative;
      top: 160px;
      margin: 0 auto;
      height: 200px;
      width: 200px;
      -webkit-transform: translateZ(-0px);
      -webkit-transform-style: preserve-3d;
			-moz-transform: translateZ(-0px);
			-moz-transform-style: preserve-3d;
			transform: translateZ(-0px);
			transform-style: preserve-3d;
    }

    .ring {
      position: absolute;
      height: 300px;
      width: 200px;
      text-align: center;
      font-family: Times, serif;
      font-size: 124pt;
      color: black;
      background-color: #fff;
    }

    #shape {
      border: 0px;
      background-color: rgba(255, 255, 255, 0);
    }

    .ring > .r1 {
      -webkit-transform: rotateY(300deg) translateZ(-380px);
      -moz-transform: rotateY(300deg) translateZ(-380px);
      transform: rotateY(300deg) translateZ(-380px);
    }

    .ring > .r2 {
      -webkit-transform: rotateY(330deg) translateZ(-380px);
      -moz-transform: rotateY(330deg) translateZ(-380px);
      transform: rotateY(330deg) translateZ(-380px);
    }

    .ring > .r3 {
      -webkit-transform: rotateY(0deg) translateZ(-380px);
      -moz-transform: rotateY(0deg) translateZ(-380px);
      transform: rotateY(0deg) translateZ(-380px);
    }

    .ring > .r4 {
      -webkit-transform: rotateY(30deg) translateZ(-380px);
      -moz-transform: rotateY(30deg) translateZ(-380px);
      transform: rotateY(30deg) translateZ(-380px);
    }

    .ring > .r5 {
      -webkit-transform: rotateY(60deg) translateZ(-380px);
      -moz-transform: rotateY(60deg) translateZ(-380px);
      transform: rotateY(60deg) translateZ(-380px);
    }

  	#info {
				position: absolute;
				top: 0px; width: 100%;
				padding: 5px;
		}

    #help {
				position: absolute;
				top: 50px; width: 100%;
        text-align: center;
    }
    #help>div {
        margin: auto;
        padding: 1em;
        background-color: rgba(0,0,0,0.3);
        width: 50%;
    }

  </style>
</head>
<body>

  <div id="container">
    <div id="stage">
      <div id="shape" class="ring backfaces">
        <div id="container1" class="ring r1"></div>
        <div id="container2" class="ring r2"></div>
        <div id="container3" class="ring r3"></div>
        <div id="container4" class="ring r4"></div>
        <div id="container5" class="ring r5"></div>
      </div>
    </div>
  </div>

	<div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> webgl - multiple canvases - circle</div>
  <div id="help" gstyle="display: none">
    <div>
    This example is shows how to setup multi-monitor displays like <a href="http://code.google.com/p/liquid-galaxy/">Google's Liquid Galaxy using three.js</a>.
    Here 5 monitors are simulated using 3d css. WebGL is then rendered onto each one.<br/>
    Note: 3d css support required! Use Chrome, Safari or Firefox 10
    </div>
  </div>

		<script type="text/javascript" src="../build/Three.js"></script>

		<script type="text/javascript" src="js/Detector.js"></script>

		<script type="text/javascript">

			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

			var apps = [];

			init();
			animate();

			function init() {

				function degToRad( d ) {

					return d * Math.PI / 180;

				}

				var rot = degToRad( 30 );

				var fudge = 0.45; // I don't know why this is needed :-(

				apps.push( new App( 'container1', rot * -2 * fudge ) );
				apps.push( new App( 'container2', rot * -1 * fudge ) );
				apps.push( new App( 'container3', rot *  0 * fudge ) );
				apps.push( new App( 'container4', rot *  1 * fudge ) );
				apps.push( new App( 'container5', rot *  2 * fudge ) );

			}

			function animate() {

				for ( var i = 0; i < apps.length; ++ i ) {

					apps[ i ].animate();

				}

				requestAnimationFrame( animate );

			}

			function App( containerId, rotateY ) {

				var container;

				var virtualCamera, camera, scene, renderer;

				var mesh1, light;

				var mouseX = 0, mouseY = 0;
				var cameraZ = 1800;

				var windowHalfX = window.innerWidth / 2;
				var windowHalfY = window.innerHeight / 2;

				init();

				function init() {

					container = document.getElementById( containerId );

					camera = new THREE.PerspectiveCamera( 20, container.clientWidth / container.clientHeight, 1, 20000 );
					camera.rotation.setY( rotateY );

					// Think of the virtual camera as a post with 5 cameras on it (even though those cameras happen to live in difference scenes)
					// You need to move the post (ie, the virtualCamera) to move all 5 cameras together.

					virtualCamera = new THREE.Camera();
					virtualCamera.add( camera );
					virtualCamera.position.z = cameraZ;

					scene = new THREE.Scene();

					scene.add( virtualCamera );

					light = new THREE.DirectionalLight( 0xffffff );
					light.position.set( 0, 0, 1 ).normalize();
					scene.add( light );

					var noof_balls = 51;

					var shadowMaterial = new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/shadow.png' ) } );
					var shadowGeo = new THREE.PlaneGeometry( 300, 300, 1, 1 );

					for ( var i = 0; i < noof_balls; i ++ ) { // create shadows

						var mesh = new THREE.Mesh( shadowGeo, shadowMaterial );
						mesh.position.y = - 250;
						mesh.position.x = - ( noof_balls - 1 ) / 2 *400 + i * 400;
						mesh.rotation.x = - 90 * Math.PI / 180;
						scene.add( mesh );

					}

					var faceIndices = [ 'a', 'b', 'c', 'd' ];

					var color, f1, p, n, vertexIndex,

					radius = 200,
					geometry1 = new THREE.IcosahedronGeometry( radius, 1 );

					for ( var i = 0; i < geometry1.faces.length; i ++ ) {

						f1 = geometry1.faces[ i ];

						n = ( f1 instanceof THREE.Face3 ) ? 3 : 4;

						for( var j = 0; j < n; j ++ ) {

							vertexIndex = f1[ faceIndices[ j ] ];

							p = geometry1.vertices[ vertexIndex ].position;

							color = new THREE.Color( 0xffffff );
							color.setHSV( ( p.y / radius + 1 ) / 2, 1.0, 1.0 );

							f1.vertexColors[ j ] = color;

							color = new THREE.Color( 0xffffff );
							color.setHSV( 0.0, ( p.y / radius + 1 ) / 2, 1.0 );

						}

					}


					var materials = [

						new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors } ),
						new THREE.MeshBasicMaterial( { color: 0x000000, shading: THREE.FlatShading, wireframe: true } )

					];

					for ( var i = 0; i < noof_balls; i ++ ) { // create balls

						var mesh = THREE.SceneUtils.createMultiMaterialObject( geometry1, materials );

						mesh.position.x = - ( noof_balls - 1 ) / 2 *400 + i *400;
						mesh.rotation.x = i * 0.5;
						scene.add( mesh );

					}

					renderer = new THREE.WebGLRenderer( { antialias: true, clearColor: 0xffffff } );
					renderer.setSize( container.clientWidth, container.clientHeight );

					container.appendChild( renderer.domElement );

					document.addEventListener( 'mousemove', onDocumentMouseMove, false );
					document.addEventListener( 'mousewheel', onDocumentMouseWheel, false );

				}

				function onDocumentMouseMove ( event ) {

					mouseX = ( event.clientX - windowHalfX );
					mouseY = ( event.clientY - windowHalfY );

				}

				function onDocumentMouseWheel ( event ) {

					var delta = 0;

					if ( event.wheelDelta ) {

						delta = event.wheelDelta / 120;
						if ( window.opera ) delta = -delta;

					} else if ( event.detail ) {

						delta = -event.detail / 3;

					}

					if ( delta ) {

						if ( delta < 0 ) {

							cameraZ -= 200;

						} else {

							cameraZ += 200;

						}

					}

				}

				this.animate = function() {

					render();

				};

				function render() {

					virtualCamera.position.x = -mouseX * 4;
					virtualCamera.position.y = -mouseY * 4;
					virtualCamera.position.z = cameraZ;

					virtualCamera.lookAt( scene.position );

					renderer.render( scene, camera );

				}

			}

		</script>
</body>
</html>

